Hello, I'm Ludwig Seibt.
I'm a concept artist from Hamburg, Germany. As an experienced 3D artist and a passionate painter I'm always busy creating art I care about.
If you want to get to know me, take a quiet minute and explore my projects on this website. You will find concept art, illustrations, 3D renderings, game development projects and various other things.
Most importantly: Have fun!
Many of the paintings on this website are studies. You should be able to tell by the image caption. If I missed any credits, please let me know. I am still sorting through this large mountain of paintings.
Work with me! :)
I am open for work opportunities! If you are looking for a concept artist, illustrator or matte painter for your project, you are welcome to contact me!
I am based in Hamburg but I am also able to relocate for the right job or work remotely.
All of these sketches were done on my phone. I am currently using a Samsung Note 9 with an S-Pen. Its really fun to do these without having to commit to a super large painting. Usually I sketch before going to bed while listening to my favorite DnD podcast - Critical Role.
In this folder you will find ancient photoshop paintings. Note the date of the paintings. I have a lot of really old paintings hidden away, but sometimes its good to look back and see your own progression. These days I enjoy painting with heavypaint more.
These drawings are all done on the phone using Samsung Notes. Its vector based and has a lot of cool features that are missing in pixel tools. For example you can change the appearance of your strokes after the fact. Its also possible to select strokes to transform them.
Will I ever get around to scanning some of my traditional art?
A messenger delivering bad news arrives at a stranded fleet of spaceships. With this project I wanted to test the limitations of using displacement maps in Blender. I tried to convey a sense of scale and improve my cinematic composition skills. I combined a lot of 2D elements with advanced shader techniques. The clouds and most of the textures are painted in Heavypaint, then brought into Blender. Some of the background elements are also painted textures.
A terraformer leaves behind tracks on the landscape it creates. With this project I wanted to create cinematic shots with dispacement landscapes and careful use of the Blender compositor. Thanks to Jama Jurabaev for his great tutorials on the topic!
These were rendered with Terragen. I like landscape creation software and this one is especially good at rendering clouds. Terragen is fully procedural, as opposed to many other image based programs. In the VRtual X section you can see some other landscape projects I worked on.
These shapes were my first experiments with python scripting for 3D software. Back then i used The Foundrys Modo. I already had some programming experience. Since then I did a lof python programming for the inhouse VRtual X blender addon.
Abstract 3D art is fun. For the fractals I used Mandelbulb3D, a very very very wonky piece of software thats fun to play around with but super hard to learn. The interface is absolutely terrible.
These models were done following Vaughan Lings Blender tutorials. The original design is his, I changed only details but modelled everything myself. You can find them on his gumroad: https://vling.gumroad.com/l/Blender_For_ConceptArt
My work for VRtual X GmbH
I have been working for VRtual X in Hamburg since 2018. At first I was a one-person VR development team and since 2020 I am working exclusively as a 3D Artist. Since then I had the opportunity to lead many different kinds of 3D projects.
I made 3D art for Unity and Unreal aswell as prerendered 3D images for virtual showrooms, exhibitions or other product visualizations. I am also responsible for optimizing the workflows of the 3D department and I regularly hold workshops to share my skills with the rest of the team.
This panoramic rendering is part of an ongoing VRtual X project. The image will be used in Unity in combination with a custom cloud shader. Its for a VR app on a mobile device, so a prerendered background was the best option. Luckily the camera in the app is more or less fixed ontop of a 250m high tower. I used digital elevation data and OpenStreetMap to recreate the landscape around the TK Elevator Test Tower in Rottweil, Germany. Once the project is finished I will be able to show in engine content that better illustrates the final usecase of this environment.
This 360 image is part of a panoramic showroom for Enter XR (formerly called Safety X), one of the products of VRtual X GmbH. Enter XR is all about safety at the workplace. The idea is that learning by doing works best and VR allows you to make all the mistakes that would be fatal in real life. The image shows as many different safety hazards as possible. Safety training is essential not only for jobs outside of the office. A lot of different blender techniques have been used for this scene. There is physics- and cloth simulation, geometry nodes, particle systems, a custom height-blend shader, fire- and smoke simulation, 3D scanning, rigging and probably more. This really shows what an awesome all-round package Blender is. I used assets from Quixel as well as Polyhaven and modeled some assets myself. Except for the 3D scanned people and the afforementioned database assets, I did everything myself.
VRtual X did a lot of virtual exhibitions during the covid 19 pandemic. This is a concept I did for an exhibition for a German company that manufactures conducting and insulating products for electrical insulation systems.
For this project I set out to create an island that could be located in the north sea. One of the main inspirations was the biggest german island, Rügen. It has cliffs made of chalk. I generated the terrain in Gaea. This is a very cool and easy to use tool for node-based terrain generation. It outputs image maps for use in other programs.
I designed a virtual art gallery building for this VRtual X project. Later it is supposed to house real exhibitions of VR-artwork, NFT-artwork as well as traditional art. The exhibition space is designed, so that each art medium has its own seperate building. They are connecte via a large plate at the bottom. I modeled the building in Moi3D and exported it to Blender for further work. Later I also brought the whole exhibition space into Unreal. Once this project is further along, I might be able to show more.
Did you ever wonder what happens when rendering in cycles with 1 sample? Here you go. The rest is denoising.
In this very large VRtual X project we created a forest environment for a 360 panoramic showroom. Overall we did about 40 renderings in this environment. As the lead artist I was responsible for all the vegetation and environment work. Other members of the VRtual X team worked on the props that were placed in the environment. I used a lot of different Blender addons for this one. The trees and the medium sized foliage was generated using The Grove. They were then placed on the environment using Scatter. The small vegetation was added with Graswald. We also used assets from Quixel and other libraries. The rendering was done with the custom kubernetes renderfarm I setup for VRtual X. We have a blender addon that lets us control it from inside blender. Its really cool. Thanks to CoreWeave for helping me get started with that one.
These are some concept-renderings for a virtual art exhibition space.
Since blender introduced geometry nodes I have been using them A LOT. These transmission towers are modeled as a lowpoly block-in. Geometry nodes then uses that lowpoly mesh to place all the beams, wires, insulators and details. I will show more geometry nodes experiments once this website is capable to play videos.
As a hobby I enjoy making games once in a while. I participated in various game jams and other game projects. Most of my development skills come from working as a one-person VR development team for VRtual X though. I have a lot of experience with Unity and good general knowledge in Unreal.
This is conceptart done for Eonos, my bachelor thesis project. Eonos is a narrative design project for virtual reality from before any other narrative VR games were available. As part of a small team amongst other things, I was responsible for art direction, level design, as well as Blueprints scripting for Unreal Engine. I did a lot of these concepts to establish the mood for key locations in the game.
Take a mighty Schildkroetenformation of Roman legionaries on their quest to retrieve the Golden Eagle from the depths of Teutoburg Forest. Slay vile barbarians and keep discipline among your ranks! Free imprisoned Romans left behind by Varus. Retrieve the Golden Eagle of Rome and return with glory or suffer defeat as the last of your Romans dies.
This is background artwork I painted at Daedalic Entertainment for The Pillars of the Earth game. This point and click adventure is based on Ken Follett's bestseller of the same name. Artdirector Simone Grünewald and Lead Environment Artist Manuel Vormwald did a great job teaching and leading the team to create a unique visual experience.
Thank you for visiting my website. I hope you enjoyed it! Have a nice day! Ludwig